Uploaded by Damian Wayne

Bloodstone Player color 1.3 (1)

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Player Agenda
Embrace the dangers of the Hunt. Use your gear.
Ask questions, use the answers to take action.
Explore the Heliwyr’s weirdness and madness.
Hunter’s Scroll
The Workshop
The workshop is a place between human reality and that of the Ancients: it is a sort of limbo
accessible only to those who own a Bloodstone. Using it, your body becomes a stone statue in
reality, and your spirit travels a pathway inside a dream.
When you visit the workshop while hunting, you can rest and take a breath. Choose two
actions from the list below:
Accept the risk, don’t be afraid of death.
Pray in front of the tomb of the first hunter: roll your lower attribute and regain Blood equal
to the highest result:
Action Roll
When a Hunter faces a risky situation, the outcome
is determined by the Action Roll.
The Hunter describes what they want to accomplish
and what Attribute and Gear they will employ to do
so.
The GM assesses the situation saying if the Hunter
is in a controlled, risky or desperate Position. The
worse the Position, the harder the consequences.
The GM will also tell the Effect level the Hunter
would accomplish (great, standard or limited) and
possible outcomes of the roll. Some Gear or Ability
can improve the Effect level.
The Hunter can then raise or lower the Effect at the
cost of a worst position or vice-versa.
6s
The first hunter spills their blood for you: You regain all Blood.
6
The first hunter blesses you: You regain 3 Blood.
4/5
The first hunter whispers in your ear: You regain 2 Blood.
1-3
The first hunter looks at you: You regain 1 Blood.
Repair equipment: refresh all common armor boxes
Refill your resources: refresh all Firearm bullets.
Use the altar of the Ancient Runes: spend 4 Insight to add one ◆ to an Attribute.
Then your spirit returns to your body, which comes to life again.
We were born wrapped in darkness, covered in blood.
But the light touched us, and now our eyes are open.
The Hunt is our way, the Hunt is our purpose.
The Hunter gathers their dice:
⬧ A number equal to the Attribute rating.
⬧ Adds bonus dice from Stamina, Blood, or Assist.
If they end up with zero or less dice to roll, they
roll 2 dice and keep the lowest.
The Hunter rolls all the dice and reads the single
highest result (two or more six is the “6s” in the
table). Player and GM work together narrating the
action, but the latter has final say over the outcome
and is the one declaring the Consequences.
6s
6
Critical. They succeed with increased
Effect.
Success. It goes as well as intended.
4/5
Partial Success. They do it but also suffer
a Consequence: Harm, Reduced Effect,
Lost Opportunity, Worse Position or
Complication.
1-3
Fail. Things go bad and they suffer the
Consequences.
used.
Oath of Hunters
You are a Hunter. You have vowed to follow the path of blood and to put an end to the
aberrations caused by the lust for power.
On this blood moon night, you were asked to go to the city of Heliwyr. An Apostle is
attempting to ascend, opening a gate between our world and the Ancients one, which will
devour the entire city. Your task is to get to the city's Cathedral before it's too late.
You'll have to explore a cursed city, whose crazed citizens wander the streets armed with
pitchforks, cursing the fallen gods, looking for strangers to murder. In the darkness of the
cursed night, buried horrors await you, to test your blood and mind. You will risk eternal
damnation on this mission.
But the Hunt cannot stop. So, take your gear and your weapons: the carriage is about to
leave. It will take you and your companions to the city's gates.
Good hunt.
6 SIDED
DICE
2 TO 4
HOURS
2 TO 5
PLAYERS
This work is based on Blades in the Dark, product of One Seven Design, developed and authored by John
Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license.
Action-Horror Role Playing Game
Forged in the Dark
The Awakening
Your dream is agitated. Fragments of your past, from when you were a child. You’re
trying to bring order to the chaos of your mind.
Who were you once? [Choose your Origin among those listed beside]
The first scene that emerges in your memory is the one closest to your true visceral
nature: a scene from your childhood that marked your life, leaving an indelible taint
on your flesh and spirit, and making you who you are today.
What do you remember? [Choose one below and mark the Attribute].
• A fight in an alley, your knuckles stained with blood, the leather of the
straps hitting you on the back. [◆◆◆ Prowess, ◆◆ Resolve, and ◆ Wit].
• A little girl smaller than you, with her face covered in soot, surrounded by
older boys. Your screams to make them escape. A blade penetrating your
side, kicks in your face. [◆◆ Prowess, ◆◆◆ Resolve, and ◆ Wit].
Hunter’s Information
Blood
Stamina
Mark: suffering Harms or
using the Trick Weapon.
Regain: 2 using a Blood Vial.
Mark last one: you’re dead.
Spend: Push or Resist, or
using the Trick Weapon.
Regain all: after the
Consequence of any action.
○
○
○
○
○
The Hunter’s Path
It's been months since your awakening. You joined Master Edwin's hunters. You have
been trained, you met other hunters like you.
As a hunter, you have a Trick Weapon and a Firearm. With a silver blade, a Trick
Weapon allows you to damage all kind of creatures. It has two usage modes: base
form and alternate form. Also, you can imbrue the weapon with your own blood to
gain extra dice during a roll using it.
Firearm is used to parry attack or stun enemies.
What are your weapons? [Choose your Trick Weapon and Firearm].
You learned how your body works: now you understand the importance of the
Stamina. You have 3 Stamina, and you spend them to Push, Resist or using your Trick
Weapon. Remember to use them strategically: Stamina is refreshed after you face the
Consequence of every action.
To complete your training, read aloud the Oath of Hunter on the back.
Welcome, good hunter.
This game is licensed under CC BY-NC-SA 4.0
Push: during an Action Roll, you can add +1d to your
roll per each Stamina spent.
Resist: reduce or avoid Consequences. Describe how
you do it, than roll 1d per each Stamina spent.
6s
Choose one:
Lone Survivor [Signature Ability: you always act first]
Troubled Childhood [Signature Ability: you always know when someone is lying]
Violent Past [Signature Ability: +Effect when unleash physical violence]
Noble Scion [Signature Ability: +1d when Reload]
Waste of Skin [Signature Ability: none]
Resolve
Covers all actions involving
fighting, athletics, physical
toughness and strength.
Covers all actions involving
willpower, fortitude,
charisma and persuasion.
Wit
Covers all actions involving
awareness, reflexes, smarts
and arcane.
•
•
•
•
•
•
Bandolier
Attire
Tools
Mark to use:
Antidote
Blood Vial
Smoke Bomb
Fire Bomb
Acid Bomb
Silver Bullet
Choose your clothes:
Hunter [ : avoid Harm in combat]
Noble [ : +1d to Resolve roll]
Priest [ : avoid occult Consequence]
Executioner [ : avoid mental Harm]
Knight [ : Protect with no Consequence]
Student [ : +1d to Wit roll]
You have all:
Bloodstone
Hand Lantern
Monocular
Spirit Bell
Climbing Gear
Tinkering Tools
○
○
○
○
○
○
Trick Weapon
Choose one:
○ Axe | Long Axe [great range]
○ Blade | Mallet [+Effect vs undead]
○ Cleaver | Saw Spear [+Effect vs beast]
•
•
•
•
•
•
Firearm
Choose one:
○ Pistol [Parry: 4+] [Stun: 6+]
○ Blunderbuss [Parry: 6+] [Stun: 4+]
○ Rifle [Parry: 5+] [Stun: 5+]
Base form: you can use the weapon to
strike a quick and accurate blow.
Cost: 1 Stamina.
Parry: roll 1d per each bullet you mark.
With a result equal [Parry] you interrupt
an enemy action.
Alternate form: you can use the
weapon to strike a powerful blow,
with increased Effect. Cost: 2 Stamina.
Stun: roll 1d per every two bullets you
mark. With a result equal [Stun] you stun
an enemy for a few seconds.
+ Imbrued with blood: you soak the
blade in your own blood. Gain +1d to
the roll per each Blood you mark.
6
Perfect. You avoid the consequence
completely and refresh 1 Blood.
Good. You avoid the consequence
completely.
4/5
Close. You partially reduce the
consequence.
1-3
Bad. You suffer the full consequence.
Assist: help another Hunter who is facing an Action
Roll. Describe how you intervene. Spend 2 Stamina
to give +1d to them. You expose yourself to the
consequences. Only one PC may assist a given roll.
Protect: step in to protect another Hunter,
suffering the consequences in their place. Describe
how you intervene.
Hunter’s Gear
You wake up screaming. Your head is spinning. The pungent smell of disinfectant
hangs in the air. You get up slowly. On a chair there are your clothes.
What type are your clothes? [Choose your Attire].
You look around: you are in a kind of clinic.
«Ah, well awake, stranger.» An old man in a wheelchair appears from the dark. «I am
Master Edwin. We found you in the midst of a pile of corpses, covered in blood. You
were the only survivor.»
You don't remember anything. Everything is so blurry…
«Don't worry: we will take care of you. What’s your name?», Master Edwin ask you.
What’s your name? [Write your name on the first page of this scroll].
Insight
Gain: exploring the world
and its weirdness.
Spend: Summon Ghosts or
in the Workshop.
Origin
Prowess
• A forbidden place. Candles on the floor. The gurgling of a being lying in
the darkness. The cries behind you, and the sound of devoured brittle bones.
[◆ Prowess, ◆◆◆ Resolve, and ◆◆ Wit].
Special Actions
Reload: mark any amount of Blood
and/or Silver Bullets. For each, roll 1d.
Regain bullets equal to the highest result.
BloodstonE is a game by Matteo Sciutteri (matteosciutteri.itch.io) - @MasterRPG - @TinyPumpkinsRPG
Set up: perform a setup action to support indirectly
another Hunter. Make an Action Roll to improve the
Position or the Effect (your call) of their next Action
Roll.
Use the Armor: mark the common armor slots
to reduce physical Harms.
Use the Special Armor: mark the special armor
slot
to use the special ability, according to the
fictional situation.
Summon Ghost: ring your Spirit Bell and summon
a ghost from another world.
Ask them a question from the list below per each
Insight you spent.
•
•
•
•
•
•
•
How can I hurt them?
Who’s most dangerous here?
What do they intend to do?
Where are they vulnerable?
What is hidden or lost here?
Where can I hide here?
What’s really going on here?
Visit the Workshop: once per hunt, you can use
your Bloodstone to reach the Workshop through a
pathway inside a dream.
See Workshop on the back for more details.
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